Overview

Doomfist’s cybernetics make him a highly-mobile, powerful frontline fighter. In addition to dealing ranged damage with his Hand Cannon, Doomfist can slam the ground, knock enemies into the air and off balance, or charge into the fray with his Rocket Punch. When facing a tightly packed group, Doomfist leaps out of view, then crashes down to earth with a spectacular Meteor Strike.[1]

Abilities

The Best Defense...

Passive Ability

Icon

Stats

Official Description

Health

+30 barriers per enemy hit with any of the three abilities+75 barriers per enemy hit with ultimate abilityMaximum of 150

Damage scales with the time spent in air during the slam, up to a maximum of 125.

Knocks enemies towards Doomfist.

While airborne, a blue indicator will show where the ability will land.

Rising Uppercut

Ability

Icon

Stats

Official Description

Damage

50

Cooldown

7 seconds

Doomfist uppercuts enemies in front of him into the air.

Details

This ability can knock up to 2 enemies to the air if used against players who stay close to each other.

Enemies knocked into the air lose the ability to air-strafe until they land on the ground.

Doomfist is briefly suspended in the air after the uppercut, slowing his fall speed.

When "No cooldown" or "Low cooldown" is selected in a custom game, multiple Uppercuts stack, and can move the player to unintended locations.

Rocket Punch

Ability

Icon

Stats

Official Description

Damage

49-100 (depending on charge) 49-150 (wall impact)

Maximum range

7-22 meters (depending on charge)

Casting time

1 second

Cooldown

4 seconds

After charging up, Doomfist lunges forward and knocks an enemy back, dealing additional damage if they impact a wall.

Details

Rocket Punch damage and distance charge quickly at first, then slow down. It has 4 levels of charge, indicated by 4 bars on the UI, each with different damage and distances.

Rocket Punch stops if it hits an enemy.

Instant clicks do the same damage/distance as holding it down for 1 bar of charge.

Meteor Strike

Ultimate

Icon

Stats

Official Description

Damage

300 at epicenter0-300 on outer circle

Area of effect

~7 meters

Casting time

1 second

Duration

4 seconds

Charge required

1500 points

Doomfist leaps into the sky, then crashes to the ground, dealing significant damage.

Details

Doomfist passively generates 1% Ult Charge every 3.00 seconds.

This ability works even if it's been used inside an interior area.

The ability will land on the ground level that it was cast from, so if it's cast from inside a building with a roof, it will land inside.

Holding right click while casting changes your view to a zoomed out top-down view which can make it easier to precisely aim your landing.

Additionally, while holding right click Doomfist's impact location will scale along the highest visible ground surface instead of going underneath (for example, you can cast Meteor Strike on point B of Hanamura, hold right click and impact on the platforms on either side).

Doomfist is unaffected by terrain during Meteor Strike so it's safe to travel across pits as long as you don't land in one.

The indicator is only visible to the enemy once activated.

Doomfist is completely invincible during this ultimate.

This ability can land the user on an unintended location (inside walls, etc.)

If this ability was launched from an unintended location (from a previous Meteor Strike misplacement / Rising Uppercut glitch), the "launch" animation becomes glitched, resulting in a distorted Doomfist model being displayed. However, this distortion is only noticeable in a really slow speed, and can only be reproduced with certain settings. [2]

Strategy

Doomfist is a close-combat fighter who excels in take down the enemy target with his combos. Rocket Punch is his signature ability that can eliminate the target when knock them to the wall, instant kill on non-tank hero. Rising Uppercut not only dealing damage, but also provides his mobility to secure the higher ground. Seismic Slam is another ability that provides him more mobility, dealing more damage when spending more time in the air. Meteor Strike makes himself invulnerable and can choose the location he will fall to deal damage in large area. The Best Defense... helps him survive from punishment as long as he can maintain combo. While he is strong up close, he has nothing to deal with mid or long range weapons. Other than Rocket Punch; the other abilities are good when placing in combo for Rocket Punch instead of a finisher by themselves. Hand Cannon is made up to be a finish move on weaken enemy rather than the main primary weapon due to long reload and low firepower. He has to enter the battlefield with high risk in taking more damage than other offense heroes due to his large hitbox.

Weapons & Abilities

The Best Defense... (Passive): Doomfist's passive ability. Doomfist gains barriers akin to the ones gives from Sound Barrier. The maximum amount of barriers is 150, giving Doomfist a maximum of 400 health without any other bonuses. The barrier decays over time. The barriers are given when Doomfist uses an ability or Meteor Strike.

Doomfist receives more barriers from Meteor Strike than his standard combos.

The barriers are the first to be damged.

This is primarily why Doomfist is durable, as his barriers can be replenished easily.

In case of Meteor Strike, Rising Uppercut and Seismic Slam, you get more barriers the more enemies you hit with the ability.

Hand Cannon: Doomfist's primary weapon. Doomfist shoots pellets in a spread from his knuckles. Unlike other weapons, it automatically reloads.

This is useful for finishing off enemies, or attacking Tanks.

While the damage is powerful, remember that it is a short range weapon. The weapon will not do much from medium to long range.

Remember to conserve ammo. While it does not need to reload, it still takes a bit to replenish.

You can cancel the post-fire animation with any ability. Use this to optimize your gameplay by doing faster combos.

Seismic Slam: Doomfist lunges at the ground and slams it with his gauntlet. The damage increases the farther Doomfist travels

The damage from Seismic Slam can be powerful, at max it will do 125 damage.

This cannot be used when jumping, the ability activates from a ledge or on ground.

Use this as a mobility tool to get into the action quickly.

If the ability is activated from ground or after a jump, it will arc down. If the ability is activated after Rising Uppercut or a fall, then it will travel in a straight line. Consider this if you want to get his Pixel spray, since the first method will output more damage than the second.

Rising Uppercut: Doomfist uppercuts and launches enemies into the air with him. Both he and his enemies will seem to float for a short amount of time.

This ability is used to disrupt enemies and open up combo opportunities.

The uppercut can launch two enemies at most, so use wisely

Combine Rising Uppercut with Seismic Slam to maximize distance.

This ability is used well to launch enemies with no mobility abilities off the map, since it disables the air strafe for affected enemies.

Rocket Punch: Doomfist unleashes the power of his gauntlet, he propels forward and impacts the first object he hits. The ability can launch people far, and can slam against walls.

When charging the gauntlet, remember that Doomfist is basically immobile. Use it to quickly enter battle or retreat. If you decide to attack with it, try to charge it behind a wall or from higher ground.

General strategies

While Doomfist can one-shot most of the cast, actually doing so is riskier than is strictly necessary. Landed Seismic Slam into Rising Uppercut is more reliable and does a combined ~100 damage, requiring only two interwoven handcannon shots (three, realistically) to finish off a 200 HP hero, allowing for Rocket Punch to be used as an escape. Against most tanks the Rocket Punch can be added to the end of the combo to knock them away or finish them off, depending on the availability of walls. This combo can do substantially more damage if the Seismic slam is initiated at high altitude (possibly +75 damage), requiring only one handcannon shot against a 200 HP hero to secure a kill. When using the high altitude Seismic Slam it’s better to try and estimate where Doomfist will land instead of where the cone will be; the cone can be reaimed, but Doomfist’s trajectory cannot. Engaging with a one-shot Rocket Punch kill should be reserved for opponents who can disrupt the Seismic Slam + Rising Uppercut + Handcannon Shots (SSRUHSH) combo. These are the One-Shot-Worthy:

Ana and McCree, as their Sleep Dart and Flashbang respectively can be thrown mid-combo and either give them time to retreat, or make you vulnerable.

Mei, as she can freeze you after you use all of your abilities.

Reaper, who might kill you first due to your large hitbox.

Sombra, Moira, Tracer, and Widowmaker, who all might slip away mid-combo (or, in case of Sombra, hack you mid-combo).

There are also a few enemies you should, absent favorable conditions, avoid at all costs:

Roadhog - Your combo is not enough to kill him outright and he can heal in between your abilities. If you try to run away he gets an easy hook, and you will have no more ways out.

Turret Mode Bastion - Your abilities don’t move him if he’s in turret mode. You will find the encounter disorienting and not to your liking.

Widowmaker/Hanzo/Mccree (Open Ground): Each of your abilities moves you predictably and your Rocket Punch slows you down as you charge it. Even an arthritic sniper could empty a few rounds into your chest. Keep to cover. General Tips:

Don’t be afraid to cancel out of a Rocket Punch. The charge up sound is loud and clever players will begin to move out of the way. You can re-engage with the SSRUSH combo after a cancel if you’re against a 200 HP hero.

Remember that Rising Uppercut has a slight backwards push, making it useful for pushing off stage or over walls in the right situations.

As an escape, Seismic Slam is best after Rising Uppercut

Jumping while releasing a Rocket Punch will cause you to travel forward completely horizontally, as opposed to along the ground. This can be useful if you want to catch a Pharah (after Rising Uppercut or jumping off a ledge) or if you want to push someone off from on top of the cart (since you would otherwise hit the cart itself).

Genji cannot deflect any of your abilities aside from Hand Cannon; charging Rocket Punch during his deflect is a good idea.

The best time to interweave handcannon shots is after Rising Uppercut, while you and your opponent are mid air. You will have built shields using your previous abilities in the SSRUSH combo and they will not be able to dodge your shots. This is provided they are not on the list of the One-Shot-Worthy of course.

Remember that Rocket Punch can be used to knock players off stage, and that you can recover easily if you hit Rising Uppercut soon enough.

Meteor Strike is a hard counter to McCree’s Deadeye, Reaper’s Death Blossom, Hanzo’s Dragonstrike, and Moira’s Coalescence. When you hear their voice cues, hit your Q (or whatever Ultimate Key you set) for an easy kill.

Don’t use Meteor Strike on Roadhog. He has way too much health, and once you land he can hook you and kill you.

Don't hesitate to use Rocket Punch to retreat. If you know that if you punch you won't survive, its best to fall back and wait for another opportunity.

Note that while he might seem like it, Doomfist is NOT a dive character. He has one of the largest hit-boxes of all non-Tanks, making him vulnerable without a team supporting him.

Story

“

Only through conflict do we evolve.

„

~ Doomfist

Recently freed from imprisonment, Doomfist is determined to plunge the world into a new conflict that he believes will make humanity stronger.[1] He possesses great strength and agility himself, even without his gauntlet.[3]

Background

A young Akande Ogundimu practicing martial arts.

Akande Ogundimu was born into a well-regarded Nigerian family, heir to its prosthetic-technology company. A highly intelligent and charismatic figure, Ogundimu helped to expand his family's business and position it for the future while dedicating his free time to his first love: competitive martial arts. He trained in traditional African fighting styles, including Dambe and Gidigbo, as well as in wrestling and other modern combat systems, incorporating the most effective techniques into his repertoire. Ogundimu competed in tournaments all over the continent, utilizing his intuition and ability to read opponents alongside his tremendous speed and strength.

Eventually, Akande lost his right arm in the aftermath of the Omnic Crisis, and his martial arts career was finished before he had reached his prime. His company's cybernetic prosthetics allowed him to recover from his injuries, even making him stronger, but these enhancements rendered him ineligible for competition. He tried to devote himself to his business with the same zeal that he had for fighting, but he found nothing that could fill the void... until he was given a new opportunity by Akinjide Adeyemi, better known to the world as the second Doomfist, the Scourge of Numbani.

Adeyemi offered Ogundimu the chance to fight with him as a mercenary. Initially wary, Ogundimu accepted, and discovered that he now had an arena in which he could unleash his enhanced capabilities. Eventually, Adeyemi brought him into the Talon organization. Talon's belief that humanity would be made stronger through conflict resonated with Ogundimu's personal experiences. Moreover, Talon's power struggles presented a new challenge that allowed him to use his talent in the boardroom along with his cunning as a combatant.[1]

Climbing the Ranks

Ogundimu betrays Adeyemi

Adeyemi was a useful asset to Talon, but the organization saw far greater potential in Ogundimu, with his intelligence and his ability to inspire as a commander. While Adeyemi was content to profit from raids on Numbani, Ogundimu had a grander vision.[1] After the Venice Incident,[4] this difference in aspiration would lead Ogundimu to kill his teacher and take on the mantle of Doomfist, along with the eponymous gauntlet.

As the new Doomfist, Ogundimu rose high in Talon and helped to orchestrate a conflict that the organization hoped would someday engulf the world.[1]

Downfall

Doomfist shortly before his defeat

Doomfist's plans reached a snag when he was confronted by an Overwatch strike team consisting of Winston, Tracer, and Genji. The resulting battle turned part of the city into a warzone. Doomfist was able to incapacitate both Tracer and Genji, as he blocked their projectiles with his gauntlet and a shield that surrounded his body. Winston however, engaged him in close quarters in a battle of strength.[3] A battle that Doomfist lost.[5] After his defeat, he was imprisoned in a maximum security installation managed by Helix Security International for years, where he waited patiently for events he had incited to play out.[1] While imprisoned, Doomfist kept up to date on the events of the world outside his cell, collecting newspaper clippings about his defeat at the hands of Winston, Overwatch's possible return after its disbandment, the opening of a Doomfist exhibit displaying his gauntlet, and the assassination of Tekhartha Mondatta.[3]

Day at the Museum

“

Woah. That's Doomfist's gauntlet. Oh man. They said he could level a skyscraper.

During his time in prison, his gauntlet was put on display in an Overwatch Museum;[6] Doomfist became aware of this via another newspaper clipping.[3] At some point, Talon agents Widowmaker and Reaper tried to retrieve the gauntlet from the museum, but were fought off by Winston and Tracer. Doomfist's gauntlet was used by a bystander, Brian, to help drive the Talon operatives away.[5]

Return to Power

“

Humanity has always been tested. Conflict and war is the crucible through which we evolve. Every battle makes us stronger. Those who fall will be forgotten. Those who rise up? Their names will be remembered forever.

„

~ Doomfist

Doomfist after escaping from his cell

In the early hours of the morning, a Talon aircraft entered the Helix security installation holding Doomfist, bypassing their defense systems without incident. Reaper emerged from the craft and broke into the facility, killing over a dozen guards in the process of freeing Ogundimu.[6] Doomfist was able to punch his way out of his own cell during the extraction.[3] It is believed that other security breaches took place within the facility, though Helix officials have not confirmed whether other inmates or items were taken. Helix lost track of Ogundimu following his escape.[6]

Masquerade

“

Akande. What a surprise to see you here.I've been hearing that a lot lately.

„

~ Vialli and Doomfist

Doomfist in Monaco

Following his escape, Doomfist and Reaper discussed recent incidents carried out by Talon, including the failed assassination attempt on Katya Volskaya under Vialli's orders and the assassination of Mondatta by Widowmaker. He then travelled to a casino in Monaco with Widowmaker and Sombra to meet with another member of the organization's inner council, Maximilien, who reaffirmed his loyalty to Doomfist's cause and warned him of rivals within the organization who were unhappy with his return. There he and Widowmaker were attacked by Vialli's men, though the pair defeated them easily.[7]

Doomfist, Reaper, Sombra, and Widowmaker later attended a masquerade ball in Venice, Italy, which was being used as cover for a clandestine meeting of Talon's leadership. While his cohorts eliminated security and other targets, Doomfist confronted Vialli on a bridge. Though Vialli claimed that there was nothing personal behind his actions and that he was simply looking out for the well-being of the organization, Doomfist threw him from a bridge to his death, declaring that Talon is not a group of criminals concerned only with profit. Doomfist and Reaper then entered a secret boardroom where they met with Maximilien and other members of the inner council to discuss his plans to start a new war.[7]

Having sent Talon on a course correction (in his eyes), Doomfist began gathering people around him who he could trust. People he could believe in.[8]

Attack on Numbani

Doomfist's return

Some time later, Doomfist traveled to Numbani to recover his gauntlet, which was being transported to the city's Heritage Museum for a Doomfist exhibit as part of their Unity Day celebration. Confronted by a team of newly-introduced OR15 defense robots, Doomfist easily defeated them in the Adawe International Terminal of the Numbani airport, reclaiming his gauntlet,[6][9][1] ready to take revenge on the Overwatch organization that had imprisoned him for years.[10]

Achievements

Name

Icon

Description

Reward

Air Strike

Get a killing blow with Doomfist's full-power Seismic Slam in Quick or Competitive play.

Pixel

Cratered

Hit 6 enemies with a single use of Doomfist's Meteor Strike in Quick or Competitive play.

Cute

Trivia

Concept art depicting Doomfist's augmented right arm.

Akande is a male Yoruba name meaning "firstborn." Ogun is a Yoruba god of war and metalwork, and dimu is Yoruba for "grasping." Akande Ogundimu can therefore be roughly translated as, "heir to the god who grasps iron and war," likely referring to his role as Akinjide Adeyemi's successor.

Doomfist's cell number in the Helix maximum security installation was 88503.

Doomfist's cybernetic right arm has been extensively augmented with cybernetics that receive and interface with his gauntlet.

PTR version 1.13.37644 (2017 June 24) contained the text "Doomfist / Summer Games" in the crash logs, inadvertently leaking him as the game's 25th hero.

Doomfist released on the PTR on July 6th, 2017, while his cosmetics were added on July 13th, 2017.

Doomfist is the first new hero to be launched with five emotes.

Development

Doomfist's initial prototype character design.

Doomfist is a rare example of a hero that began as nothing more than a name — Chris Metzen offered it as the first suggestion in a brainstorming session for random villain names. With only a general notion of who or what the character would be, Doomfist's gauntlet was created as a MacGuffin for the Blizzcon 2014 Overwatch announcement cinematic, and a rough prototype sketch of the character was designed, with the intention of fleshing it out and developing him into a full character at a later date.[11] After his gauntlet featured in the cinematic and references were made to him in Numbani, it was decided to make him a "generational character," similar to when comic book heroes take up the mantle of their predecessors; Metzen has used The Flash and Green Lantern as examples of this concept.

Doomfist's prototype abilities in an early playtest.

Doomfist's kit was developed as a love letter to classic 2D fighting games, and care was taken to replicate the look and feel of special moves in those titles. A strong emphasis was also placed on making his attacks feel strong and impactful through visual and audio cues, and colors like red and gold were chosen for his design to convey a regal presence, while his gauntlet was created to "look as badass as possible from every angle," and to deliver pneumatic, impact-driven movements that would look and feel physical rather than magical. Extensive cybernetic augmentations were added to his body, contributing to his overall menacing appearance. His animations were designed to convey his strength and confidence, with the idea that each of his movements is carefully calculated. This idea also carried through to gameplay, with the way his abilities can be linked together to form combos that suit the player's current situation.[11]

At SDCC 2017[12], there was a test footage shown which dated back to 2016 December 8.[13] The video shown below.

Tools

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